I was working on races and magic for an homebrew setting. I wanted magicians to fight along with archers and swordsmen, with some parvence of balance - here's what I have got.
This works under the 'dramatic timing' rules (archers and mages get to mess with melees whenever there is a pause)
Sorcery Pool: (WP+MA)/2 + Proficency.
Casting TN: as Skill, each spell or each school is a different skill
Effect: worked from MoS. Resisted with Reflex or WP (can add CPs if in combat)
Non-Human/Multiple Targets, Out of Sight, Armor Penalties: Activation Costs.
Direct Damage, Buffs, Debuffs and Dispels are pretty straightforward.
Illusions count as stealth, disguise, or whatever appropriate skill buffs.
How to implement Domination effects? only as rituals? or need a MoS of 5? or count as attacks inflicting shock, domination takes effect once 'dead'?
How to implement Summoning effects? they need at least CPs, DR, AV. a way to summon more. costs for special abilities like flight.
Proposed Racial Table:
A: Paragons with Magic
B: Normals with Magic
C: Sub-humans or Degenerates with Magic
D: Racial Paragons
Humans: fuck yeah. +2 to 2 attributes.
Orcs: beefy, slow. +2 St, To and one other; -1 MA or Soc.
Elves: agile, fragile. +2 Ag, Wit and one other; -1 En or Ht.
E: Normal Races
Humans, no mods
Orcs, +1 St or To; -1 MA or Soc
Elves, +1 Ag or Wit; -1 En or Ht
F: Sub-humans or Degenerates. -2 to 2 attributes.
with 3 magic proficiencies:
Human -> direct and aggressive: direct damage, debuffs
Orcish -> shamanic: personal buffs, terrain effects, summons
Elvish -> arcane and indirect: illusions, dominations, dispels